emesquita Posted July 5, 2014 Author Posted July 5, 2014 (edited) I have fixed all the problems. Now, you're saying I need to change the config of one of the mods, like change the ID? Here's the conflicts: http://pastebin.com/1mvjXteA Edited July 5, 2014 by emesquita
Discord Moderator plowmanplow Posted July 5, 2014 Discord Moderator Posted July 5, 2014 Yes, for instance: 500: classReika.RotaryCraft.Blocks.BlockMIMachine from RotaryCraft - block.solderingstation from extracells Both RotaryCraft and ExtraCells are setting a block to use ID 500. You need to change one of them to a different ID.
emesquita Posted July 5, 2014 Author Posted July 5, 2014 (edited) I can change the IDs in the "AppDataRoaming.technicmodpacksa-guerra-de-justinosconfig" but I where can I change the IDs inside of the modpack? And what if there's a block who has the same ID and it isn't from this two mods (RotaryCraft and extracells)? Edited July 5, 2014 by emesquita
Discord Moderator plowmanplow Posted July 6, 2014 Discord Moderator Posted July 6, 2014 Each mod has a config file associated with it (or should). Fix the IDs in your local client pack (the path you referenced) then once you get everything working correctly you would simply include that full config folder in your modpack archive.
emesquita Posted July 6, 2014 Author Posted July 6, 2014 It's a little confused, I mean, if I put a different ID, it can be an equal ID to other mod's block... what do you sugest to do about it?
Discord Moderator plowmanplow Posted July 7, 2014 Discord Moderator Posted July 7, 2014 Every item and block must have a unique ID. Blocks need to be <=4095. Items must be <= 31743 (as set in the config files) and should be >= 4096. emesquita 1
emesquita Posted July 7, 2014 Author Posted July 7, 2014 (edited) What if I change the ID to 2524 and this ID already exists? Do I need to look in every mod to the IDs? Suggested Ranges: 3501-3971 (471 IDs), 3251-3499 (249 IDs), 1764-1945 (182 IDs) Are those the IDs wich are "available"? Edited July 7, 2014 by emesquita
Discord Moderator plowmanplow Posted July 8, 2014 Discord Moderator Posted July 8, 2014 (edited) For blocks, if it says that those ranges are open you are safe to use an ID in that range (but only once). For items, once you get into the client and start a SSP world, open your inventory, go to options (bottom left), click Tools and dump ALL item/block IDs. This will give you a CSV file with all the used and available IDs you can use. Edited July 8, 2014 by plowmanplow
emesquita Posted July 8, 2014 Author Posted July 8, 2014 another error apears, after I launch the modpack, the forge modloader loads the mods and every thing, but it goes down. Here's the log: http://pastebin.com/B0KM1U7r
Discord Moderator plowmanplow Posted July 8, 2014 Discord Moderator Posted July 8, 2014 That log is cut off and has no useful information. You have a potion ID conflict RotaryCraft and RandomThings at ID #35. Change the RotaryCraft "Freeze Potion ID" to 37. You still have a staggering number of item ID conflicts which need to be resolved. Check your ForgeModLoader client log for the word CONFLICT after you fix the potion ID.
emesquita Posted July 8, 2014 Author Posted July 8, 2014 Where can I find my forge mod loader client log?
Discord Moderator plowmanplow Posted July 8, 2014 Discord Moderator Posted July 8, 2014 It will be in your client modpack folder for your pack after you try to run it.
emesquita Posted July 9, 2014 Author Posted July 9, 2014 It's working! Now I just need to open a server with this. Thank you very much.
Discord Moderator plowmanplow Posted July 9, 2014 Discord Moderator Posted July 9, 2014 Just make sure you resolve all those item ID conflicts, ESPECIALLY if you intend to make a server. The item ID conflicts will render significant portions of effected mods unusable. Glad it's working now.
emesquita Posted July 9, 2014 Author Posted July 9, 2014 (edited) I can't find any more ID conflicts. Thank's Edited July 10, 2014 by emesquita
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